Activision Blizzard Releases Quarterly Report, Hearthstone Up, WoW Down


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Activision Blizzard released their third quarter revenue statements this week, and the news is all around great for the developer. Chief among the announcement is the news that the publisher is set to acquire Candy Crush developer King for $5.9 billion in equity value. Net revenues for the quarter amounted to $990 million up from $753 million for the same quarter last year.

Call of Duty has increased sales by double digits, fueled both by game sales and supply packs, while Destiny broke sales records on Playstation with player engagement now three hours a day. Skylanders has also increased sales, despite heavier competition with more products on the market, while World of Warcraft fell to 5.5 million subscribers.

Bobby Kotick’s statement:

“We continue to benefit from our focus on creating the world’s best interactive entertainment. Our incredibly talented employees around the world once again delivered great content and strong financial results. Mobile gaming is the largest and fastest-growing opportunity for interactive entertainment and we will have one of the world’s most successful mobile game companies and its talented teams providing great content to new customers, in new geographies throughout the world. King has a truly fantastic management team and over 1,600 incredibly talented employees and we are excited to welcome them into the Activision Blizzard family.”

(Source: Activision Blizzard)

Funcom Isn’t Doing Well, Seeking Investment/Merger


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Things are looking pretty dire for Funcom. Last month we learned that Lego Minifigures not only isn’t selling well, it isn’t being covered by the traditional gaming press. In an update released just a couple of days ago, Funcom announced that it has hired an outside bank to review whatever options may be available to keep the company afloat, including investments, mergers, and acquisitions.

Following the completion and launch of the LEGO Minifigures Online game, and based on the situation described in the stock notice from Funcom issued on 23 July this year, Funcom N.V. (hereafter the “Company”) has retained ABG Sundal Collier to undertake a broad review of the strategic options available to the Company. The Company is actively seeking interested parties for discussions surrounding a possible investment, acquisition, merger, or any other available options.

If you would like to purchase/merge with Funcom, send an email to investor@funcom.com.

(Source: Funcom)

World of Warcraft Drops To 5.6 Million Subscribers


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Activision Blizzard has officially posted their second quarter results for 2015, and the results are in the title of this article. While revenues grew year over year, to $1.04 billion from $970 million in the second quarter 2014, World of Warcraft once again saw a drop in subscriber figures: Down to 5.6 million from the 7.1 million reported last quarter and 10 million the quarter before. Once again Blizzard pointed to the “eastern market” for the brunt of the losses, noting that subscribers stabilized with the launch of Fury of Hellfire.

“Our strategic focus on expanding our franchise portfolio with captivating and original new intellectual property, innovating on new platforms, and expanding into new geographies is reflected in our results. We outperformed our Q2 targets and last year’s results on revenues, digital growth, and earnings per share. These strong results and the excitement for our future games have driven us to raise our full-year outlook.”
-Bobby Kotick, CEO

The report also market the “most active” second quarter in company history in regards to engagement and digital monetization.

Activision’s big earner Destiny launches its next expansion, Taken King, which will remove the leveling system that uses light and replace it with standard experience. Bungie also announced through Game Informer that Peter Dinklage will no longer be voicing Ghost, with Nolan North re-recording all of his previous dialogue.

(Source: Activision report)

Star Vault Posts Higher Q1 Earnings


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Star Vault has released their first quarter sales for 2015, and the results are rather positive. While sales are down from where they were last year, net sales increased over the fourth quarter to $68 thousand. Likewise, Star Vault’s net loss fell substantially from over $100 thousand in Q4 to $61 thousand this quarter.

According to Star Vault’s report, the number of subscribers remained about the same over last quarter.

CEO Henrik Nystrom’s note:

We have recruited a further enhancement to our team, in the form of an experienced programmer with great interest in game development. This gives us the resources for the Steam release. Our new additions will work in several areas of development in Mortal Online – it’s great with fresh eyes coming from outside that can give feedback on what areas can be improved. We also have an additional encoder remotely in the US who now helps us with GUI and flash programming.

(Source: Aktie Torget)

Disclosure: Star Vault’s finances are published on the Aktie Torget stock exchange in Swedish, linked above, and translated using Google’s automatic tools. Figures shown above are based off of the SEK to USD conversion rates as of the day of their publishing. This is for informational purposes and is not meant to advise investment.)

(Editor’s note: Henrik Nystrom’s note only includes the last of three paragraphs. The first two were removed for brevity and poor translation, and cover outdated information on the Sarducca update)

Funcom Reports Lower Revenues In First Quarter


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Funcom has released their first quarter finances for 2015, and the results are a bit of a mixed bag. Revenue fell over the first quarter from the same time last year, down from $3.8 million in 2014 to $2.7 million. Despite this drop, Earnings Before Interest, Tax, Depreciation, and Amortization came out higher, $487 thousand compared to $451 thousand. In line with revenue falling, Funcom was also able to cut operating costs down to $2.2 million, $1.4 million down from the same point nearly a year ago.

Over on the operations side, Funcom’s bread and butter continues to be its three profitable MMOs (The Secret World, Age of Conan, and Anarchy Online). Lego Minifigures Online is set to launch on tablets this summer, however the game will be undergoing a business transition to buy to play instead of its original free to play. In the report, Funcom admits to overestimating the buying power of its target audience, and has committed to making changes to improve on player satisfaction.

(Source: Funcom)

EA Filing Blames The Old Republic For Revenue Losses


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While Bioware has wasted no time discussing how popular The Old Republic is, revealing at Gamescom that over one million players log in monthly, with Super Data Research placing the MMO as among the top ten revenue generators in 2014. In fact it looks like the only people that The Old Republic is currently letting down are the executives at Electronic Arts. In its latest quarterly report, EA Games noted $454 million in revenue over the past three months, primarily driven by FIFA, Titanfall, and Battlefield 4 Premium Edition.

Not all of EA’s properties were up to projections, however, as the company blamed several of its products for a $400 million decrease in revenue.

This increase was partially offset by a $413 million decrease in revenue primarily from the SimCity, Crysis, Dead Space, and The Sims franchises, and Star Wars: The Old Republic.

SimCity and The Old Republic are both responsible for a combined $63 million decrease in revenue, according to another section of the report. It is important to note that both monetary figures are decreases based on internal projections for the quarter, and do not conclude that any of the related studios are running at a loss.

(Source: EA Games Filing)

Perfect World Entertainment Posts Q2 2014 Finances


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Perfect World Entertainment has posted their second quarter income for 2014 and the results are looking pretty good. For the second quarter, total revenues amounted to $149.6 million USD, an increase by about 4% over last quarter. Gross profit similarly increased by a small margin to $109.4 million with operating profit decreased nearly 30% to $20.7 million. CEO Robert Xiao attributed much of the increase in revenue to the success of client-based games like Swordsman Online and the publishing of Dota 2 in China.

Expenses rose in the second quarter due to an increase in sales and marketing as well as research and development. For the next quarter, Perfect World Entertainment expects an increase in revenue between 3-8%.

(Source: Perfect World Entertainment)

Perfect World Entertainment Posts Strong Growth


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Perfect World Entertainment has posted their most recent quarterly income, showing a strong growth in the first quarter of 2014 despite lowered promotional activity. Revenue for the international publisher amounted to $124 million, down 2.5% from the previous quarter but going along overall with a 44% annual growth. The mobile sector of Perfect World Entertainment grew from 10% of overall revenue to 15% last quarter, thanks in part to the 3D mobile RPG Fantasy of the Immortals.

The publisher is set to increase revenues thanks to their deal to publish Dota 2 and Neverwinter in China, both of which are expected to launch this year. Neverwinter is also expanding several titles in its library to more territories, including the Portuguese version of Neverwinter which launched in Brazil earlier this year. Revenue for the second quarter is expected to rise around five percent, thanks to upcoming launches in China.

(Source: PWE income report)

Star Vault Sees Q1 Bump In 2014


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Star Vault has released their Q1 2014 finances and the results are actually looking good. Net sales broke one hundred thousand for the quarter, up heavily from the previous quarter’s report of eighty one thousand. Net profit remains in the red but increased severely over the previous two quarters, from one hundred fifty thousand in the red down to eighty three thousand. If Star Vault can keep this momentum going, the company will be in the black by the end of the third quarter.

As usual, Henrik Nystrom made his quarterly address.

During the first quarter of 2014 marked by a continued positive trend in increased player activity in Mortal Online. Meanwhile, we have the beginning of 2014, working with a major focus for the planned release on STEAM, the world’s largest online distributor of PC games. Mortal Online will then be posted on a global playlist daily visited by between 4-6 million players worldwide. In February, the game engine Unreal Engine updated, resulting in a large number of improvements in place. Briefly, the above, including both graphical quality and performance improved, which facilitates the creation of a new continent in the game, so we can handle a larger number of players.

With the new continent will face in Mortal Online will be doubled and the new Territory Control will enable us to offer unique features. These features will be released in stages before release. In our industry it is known that all releases are unpredictable and I think it’s important to be clear that although we will encounter problems in the same way as the major players, but we’re doing what we can to be prepared. One of the major challenges in the industry is of course to bring in new players, but also to maintain the existing players by offering a consistently high quality. The competition is tough and you have to deliver. We will just as before to continue to be very honest with our player and also allow them to participate and judge when we have what it takes for a successful release on STEAM. 

As previously announced, of course, both the content and quality priority, which means that we update the plan we had from the beginning, to gain more time for testing and bug fixing before release. In this overall development plan to release the work has been divided into six blocks; Engine update (completed and is live), development of the Territory control, test and release of Territory Control continent’s development, test and release of the continents, and the testing and release of Steam API (Application Programming Interface). Each block has a lead time of about one month, while parts of the work of the various blocks is done in parallel. 

We have since the beginning of the year even able to announce a new functionality in the form of that Mortal Online has built-in support for Oculus Rift. Oculus Rift can be described as the next generation of virtual reality headsets and developed by the company Oculus VR. In March 2014 it was announced that Facebook, Inc. decided to buy the project for about two billion dollars. By playing Mortal Online with Oculus Rift given increased playing experience then, so to speak “comes into play.” Turn the head of the unit really does play the character in the game too. One sees also the depth and 3D by Oculus, which can provide some benefits in Mortal Online because you always play the game in first person view. When Oculus Rift released, we think players will be interested to try the dedicated first-person games such as Mortal Online, which is the first mmo game that is exclusively dedicated first person only, and therefore lends itself very well to play with Oculus rift. 

Henrik Nystrom 
CEO, Star Vault AB

Editor’s note: Figures are provided by the Aktietorget stock exchange. All figures are presented in US Dollars using conversions provided by Citibank NA and reflect trading values on the day of reporting. Henrik Nystrom’s statements are automatically translated by Google and may contain various spelling or grammatical errors. 

NCSoft Q1 Profits Down 22%


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NCSoft has released their finances for the first quarter of 2014, and the results are certainly worth taking a look at. Revenues and profits fell by approximately 20% in the first quarter due to a drop in sales in Lineage 1. The report states that in-game item sales were “scaled back,” and were responsible for much of the loss in profit. Lineage’s sales dropped by nearly half, from $70 million last quarter to $40 million this quarter. Lineage II and Guild Wars 2 saw a drop in revenue, while Aion and Blade & Soul increased by a modest amount.

Blade & Soul continues to perform strongly in China, adding to NCSoft’s royalty revenues. NCSoft did not market as heavily in the first quarter, seeing marketing expenses drop nearly 40%. As for demographics, royalties now make up 25% of the overall income distribution. European revenue dropped heavily, down to just under 3% of NCSoft’s total income. Korea dropped off heavily but still remains at the top with 52% of revenue, and North America increased slightly to 13%.

(Source: NCSoft Financial Documents)